LittleStain's Forum Posts

  • > I'd rather not use the is mirrored and set an instance variable for the direction the player is facing, but yeah, that sounds about right..

    >

    > The if not mirrored should be a sub-event so the else event would only react to the "if not mirrored" condition.

    > Else doesn't need another condition attached, just right click and select add "else"

    >

    I thought you could only do the flipped animation with mirror, are you saying there is another way of setting mirrored? (which is the only way I know how to tell if a sprite is facing left or right).

    Flipping the animation is done with "set mirrored"

    That doesn't mean you can't have instance variables deciding over if the animation should be "set mirrored"

    I prefer using instance variables for this for it makes my events much easier to read..

    player.facing = "Left" VS. player is mirrored

    It's a personal thing, I guess..

  • This tutorial should help, it even has a capx attached for you to download:

    https://www.scirra.com/tutorials/1461/h ... age-plugin

  • I'd rather not use the is mirrored and set an instance variable for the direction the player is facing, but yeah, that sounds about right..

    The if not mirrored should be a sub-event so the else event would only react to the "if not mirrored" condition.

    Else doesn't need another condition attached, just right click and select add "else"

  • Well you can get velocityX and velocityY from the physics object, which would give you the moving-angle if needed..

  • Add an is visible condition to the on clicked event?

    or put the events in groups and disable the group when the buttons are invisible?

    Change a variable and check for the variable in the on clicked event?

  • It's actually not that hard to implement..

    Something like:

    on pressed left

    -- player is facing right

    play turning animation

    -- player is facing left

    player simulate pressing left

    on turning animation finished

    --player is facing right

    player set facing to left

    -- else

    player set facing to right

    should be a good start..

    I like using this for registering keyboard input:

  • I guess the burning in your brain might stop if you explain yourself a bit clearer..

    It's hard to understand the question for me, so I guess if you have trouble explaining it to us, the computer will never understand..

    From what I understand you want to select an object B and only be able to select it once..

    I guess you could add a boolean variable to object B, add a condition to check if the boolean false on click, set it to true and have your other actions..

  • Who is creating this application?

    Have you tried searching the forum and or the tutorial section?

    It shouldn't be that hard to make if you have some basic knowledge of Construct2, though..

  • I guess using random() in your expressions would be a good start for randomness..

    Also choose() could work..

    An event won't happen without ANYTHING triggering it though, it only happens when conditions are met..

    Adding the random() or choose() inside the expressions of those conditions should do the trick..

  • You could ofcourse also just program it yourself by setting the sprite to the center of the circle and adding a certain number to the angle and moving the sprite the radius of the circle every tick..

    https://dl.dropboxusercontent.com/u/485 ... ement.capx

  • It actually doesn't..

    What do you want to happen at the end of the half a circle?

    Should the sprite slowdown and speed up or just change direction while keeping speed?

    I guess a little fooling around with the sine behaviour could do the trick..

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  • I guess using a system trigger once while true event doesn't work?

  • Should be pretty straightforward..

    Could you share your capx?

    One issue I can imagine is that the touch is moving at too high a speed so the touching of the objects isn't detected..

    a way to solve this would be creating (an) object(s) between touch start and start end and check for overlap of those or something similar..

  • I'm not sure what you mean..

    Could you explain?